Looks to be corner only? I think you can adapt this to midscreen by adding the Hook after Revolver and the usual teleport after Cold Shower xx Stinger xx BC.
I really should have tried it out of the corner, but I never did. xP I know all the stuff up until the Cold Shower works midscreen. Also like you said once you do the cold shower just go:
:f:+:h:(Stinger)xx:d::s:+:atk:xx:d::s:(Air Trick) J.:s:…
If you do it like that you should still get the same result.
Been skimming combo threads and I noticed the discussion on air S cancel. In one of the combos I was working on, I was using (in Devil Trigger) f+H~L+S, air S xx QCF+S and it was connecting fully. Although I ended up using a different ender, I thought it was interesting and may put it in another vid later. Didn’t see any chat about it, so I bought it up =D.
Do you know if you can get vortex to combo in you cancel J.:s:?
That would be pretty fucking sick.
you should be able to use j.S just fine in that combo. i remember messing around with it and having no problems with it, just had to delay it a bit+dash volcano
etc>stinger cancel>teleport>delayed j.S>dash volcano>lightning legs>etc
sky dance last hit whiff>DT>acid rain>volcano>j.S>3hhh>reverb shock>fireworks
From x 23 super you can basically do my version of what his bnb is augmented a little -trigger right after her super ends then j.s to ground them immidiatly then dash forward df+h xx prop shredder xx purple rain, s jc j.s, otg-df+h xx singer xx bold cancel air dash forward j.s, df+h xx stinger+x23 neck slice, bold cancel j.S, volcanco xx lighnting legs, volcano xx lighning legs.
pretty easy 1.1 mill, works from deadpool too, but deadpool combos put you in wierd positions of the screen so you have to be more careful.
My Version of Dante bnb - lmh f+h xx volcan j.h xx qcf.l, s xx shots(2) xx prop shredder xx purple rain, sj.S dash forward (wave x2 if your comfortable to make this combo work from in one corner to end up in the other corner) df+h xx stinger xx bold cancel, airdash forward, j.s df+h xx stinger + assist(really this should read otg of your choice with assist of your choice to land another follow up) xx bold cancel, j.s, volcano xx lightning legs xx jackpot xx dhc.
Gains 2 meters exactly takes you from being conered to in a corner (ie anywhere on the screen) and does tons of damage, 920 for my team of Dante/deadpool/chris
Dante can use the DHC Trick (Damage reset and Partial Hit-Stun reset) by comboing into QCF+H~QCF+H xx DT (you could use QCF+PP but why?) then DHC to a non-hitting super (or Sent HSF or Hsienko Swords).
Nice combo, how consistent are you with it in match play Magus?
Oh really? Niceeee. Because you can combo into Grapple from a wall bounce Stinger.
Like midscreen:
… j. :s:, land, :df:+:h::h::h: xx :f:+:h: xx :l:+:s: xx :qcf:+:h: xx :qcf:+:h: …
You have to do a late Bold Move though. So after the Stinger, there is a slight pause before you continue the rest, or else the opponent will be too high. And you would probably want to buffer in the Bold Move as you do the first :qcf:+:h:.
In the corner, Grapple also combos from Revolver (:qcb:+:m:).
But yeah, cool find.
[media=youtube]lBYmKMs1_48[/media]
Yeah, was AFK capping one =D.
I found you can do the BC ASAP… just delay the second part of QCF+H~QCF+H. Long as you don’t get the rockets, you’ll be fine.
Wait this can be done into hyper sentinel force Im gonna experiment later on :o I use dante,sent, phoenix this would be awesome
Yep. It can be done into any of the whiff / power-up supers, or Sentinel’s HSF or Hsien-Ko’s Blades. Dante Sent is probably the best possible combination for this due to Drones helping him so much as an assist and HSF follow-up combo being incredibly buff!
There’s obviously a ton of different ways to use this (you can easily combo it after QCB+B as well). I was talking to rogueyoshi last night and he was saying that off c.L, you could get a bit over two meters before going into QCF+H~QCF+H. The only problem is, it’s not easy to consistently do 6 gun loops. I chose the simple 1-meter version to cap just to show proof of concept. It’s not a very hard combo at all and you have just enough meter to do the follow-up with Wesker.
Random fact: I noticed that in the corner you can finish your combo with :
:h: xx air play -> qcf :h: instead of a straight cancel into qcf:h:.
If anyone owns the brady guide, could you please transcribe the combos for Dante they have in it? Im sure it would be greatly appreeshed by all.
I’m having a really hard time doing the SmexmyMills combo. It took me forever to get the timing for the j.H after Air Play but I still mist it often, and i can NEVER get the ground H to hit. They always air dodge out of the way. Out of over a hundred trys I think i got it to work hit twice and i messed up in the air by doing j.M, j.H instead of just j.H and they dodged, so i’ve never finished the combo.
I’ve started doing a half assed version of it by skipping air play and going straight to killer bee and the rest of the combo. Still does about 618k damage which isn’t bad.
[LIST]
[]Combo 1: cr.:l: s.:l: s. s:h: :s: xx super jump forwards j.
j.
j.:h: xx Air Play (qcf
) -> j.
xx double jump forward j.
(idk why there’s not a second j.
here) :h: xx Killer Bee (qcf :l:), land, s.:h: xx reverb shock (qcb :l:) xx fireworks (:h: after reverb shock) xx Million Dollars (qcf + :atk::atk:) - 537,400 damage
[]Combo 2: s. s.:h: :s: xx super jump forwards j.
j.
j.:h: xx Air Play ->j.
xx double jump forward j.
j.:h: xx Killer Bee, land, s.:h: xx Reverb Shock xx Fireworks xx Million Dollars - 570,500 damage
[]Combo 3 (air to air): j.:l:, j. xx double jump j.
j.:h: xx Killer Bee, land, s.:h: :s: super jump forwards j.
j.
j.:h: xx Sky Dance (qcf :h:) xx Million Dollars - 559,500 damage
[]Combo 4 (combo off stinger poke): f.:h: x 4 :s: super jump j. j.
j.:h: xx Air Play -> j.
xx Double Jump forwards j.
j.:h: xx Killer Bee, land, s.:h: xx Reverb Shock xx Fireworks xx Million Dollars - 429,100 damage
[]Combo 5: Air throw, mash :h: for otg shots - it says 515,300 damage but that’s obviously a typo. The notes say it’s possible to combo from the OTG with an assist. I know that raw air throw -> mash :h: does like 110k I think off the top of my head
[]Combo 6 (combo off counterhit/standing hit on s.:h:): s.:h: xx Weasel Shot (b.:h:), dash forward, s. xx :s: Super Jump j.
j.
j.:h: xx Air Play -> j.
Double Jump forwards j.
j.:h: xx Killer Bee, land, s.:h: xx Reverb Shock xx Fireworks xx Devil Must Die (:dp: :atk: :atk:) - damage not noted, probably 700 - 800k if I had to guess
[/LIST]
There’s also 9 combos in the combo appendix which I’m not gonna annotate now but I will summarize.
[LIST]
[]Combo Appendix 1: Stinger xx Bold Move xx Volcano -> Killer Bee double jump combo -> s xx :h: loop x3 -> TK Hammer -> Million Carats -> Million Carats (?) -> reverb shock xx fireworks xx million dollars
[]Combo Appendix 2: Not sure exactly what’s going on in this combo. It starts with Stinger xx Bold Move xx Volcano -> Killer Bee double jump combo -> s xx :h: xx :s: and then I think it does a jump cancelled Acid Rain x2 -> j.s -> Cold Shower xx Stinger xx Bold Move xx Million Carats -> Stinger xx Volcano xx Beehive xx Million Dollar/Devil Must Die (764,600 or 1,022,600 damage depending on the ending hyper)
[]Combo Appendix 3: basic chain xx kfc -> simple Volcano BnB (air combo -> Killer Bee -> launcher -> air combo w/ sky dance ender w/ million dollars ender: 1,058,100 damage
[]Combo Appendix 4: Another level 1 kfc combo that utilizes the :s: xx :h: -> Acid Rain succession that ends up with slightly more damage - 1,196,000 damage
[]Combo Appendix 5: Stinger xx Bold Move xx Volcano combo in corner that shows you can link Reverb Shock xx Fireworks after Sky Dance in the corner. Ends w/ Million Dollars - 642,600 damage
[]Combo Appendix 6: Corner w/ no meter: Ground chain -> :s: launcher -> double jump cobo ending w/ j.:s:. Otg w/ Cold shower xx Stinger xx Bold Move xx Million Carats, Stinger xx Bold Move xx Volcano xx Beehive, stinger xx Bold Move xx volcano xx Beehive - 518,900 damage
[]Combo Appendix 7: ch s.:h: xx Weasel Shot in corner only because you link s. afterwards and do an air combo ending in Sky Dance -> reverb shock xx Fireworks - 440,400
[]Combo Appendix 8: Stinger xx Bold Move xx Devil Trigger -> Devil Trigger Combo w/ 1 Vortex -> :s: and ends w/ Million Dollars - 806,300 Damage
[*]Combo Appendix 9: Basic Stinger xx Bold Move xx Devil Trigger combo that uses volcano launcher -> Killer Bee/Sky Dance combo but ends w/ Devil Must Die - 1,000,000 damage (4 meters)
[/LIST]
Note that most of these combos are already obsolete, but we are using lots of the tricks involved in the combos to make them obsolete. Imagine if nobody had known Stinger was cancellable by Bold Move. Then Dante would be a lot easier to play
He’s no harder to play just because we do know, there’s a lot of Dante’s out there that don’t bold cancel for example, PR Balrog.
Also, guys if you want your combo posted up on the first page just give me a name for it and I’ll put it up. It doesn’t have to be something completely original, it can be just a variation of a combo.
I wish I had more time to work with this, as I know that it could lead for something much bigger if I wasn’t so busy doing things at the moment, sorry for dropping this off in such an unfinished form. (It took me a couple days to really get the D-loop to something easy and consistent on all characters for everyone, and even then I added 100k to it 2 days later to take it up to 950k)
Either way, at the end of your combo, when you end with double volcano ect., you can instead, volcano, walk back (or dash), stand S, HHHHHHHHHHHHHH, 6H, jet stream fireworks if you are fancy. One of the neat things is that if you 6H early, it does a wall stun (or wall stun attempt if you have already used it), if you do it late, when the opponent is lower, it just drops them to the ground.
This is, or could be, very interesting because the only hit stun you are worried about is between launcher and the charge shot, but this hit stun is not the same for every distance. The charge shot hits earlier or later depending on how high they are when you launch, and how close. I have been able to get more than one loop (using HH instead of HHHHHHHH, although it might work even with HHHHHHHHH) at the end of isedlica’s combo 6. When you are close, it still works EXTREMELY late in the combo, like at the end of his or richards N’s (I rotate both and a third original for my BnB, because damn they are all so damn cool). What I was thinking might be possible is by avoiding early usage of the launcher loop(reducing relative hit count) using something that involves many high damage hits, which sadly might be dive kick related, then landing with the ground bounce and getting a full launcher loop, into wall bounce, into either a standard finisher (bold move/teleport, jump S, land volcano ect), or find a way to get into another launcher loop.
Another possibility would be launcher loop, ect, final volcano, abridged launcher, finish.
Man I wish I could test this out, it is already at 850k or so. With a solid launcher loop at the end, it could push 950k feasibly, almost a character killer.
Oh well, good luck with that tidbit. I currently also use it when I get an anti air stand L and don’t know where to go, so get stuck in the air into dive kick. Prop shredder seems like a waste so early with no big hits in the combo, so I am forced to go to dive kick, land, launcher ect.
TL;DR: You can do launcher -> charge shot -> 6H after any ground bounce. You might be able to do many launcher -> charge shots if you are a bad enough dude.